129,079 Commits over 4,201 Days - 1.28cph!

Yesterday
merge from Halloween_25_Update/PH/storepage
Yesterday
Skin viewer halloween fixes and tweaks
Yesterday
iterations and re-import plank sounds
Yesterday
remove texture size warning for material rows, it seems we already downscale to the correct size ¯\_(ツ)_/¯
Yesterday
Skin viewer now supports skin with no item defintion (like underwears) Added mummy wraps
Yesterday
Updating binoculars rig mat
Yesterday
Fix cannons letting you breathe under water
Yesterday
Fixing material names for syringe rig
Yesterday
Fixed skull trophies name text material in the skin viewer
Yesterday
Bugfix: ServerOcclusion - remove destroyed players from lastPlayerVisibility cache We were leaking baseplayers and it was slowing down hash lookups Tests: 2p session on craggy, 2nd player disconnected, killed their sleeper - lastPlayerVisibility was empty for the remaining player
Yesterday
Casino big wheel room
Yesterday
cleanup left note for possible change to how angles are populated if it proves a performance issue
Yesterday
Added halloween items to the skin viewer: pumpkins, skull trophies and skull spikes Tweaked some other items
Yesterday
merge from directional_drag
Yesterday
floating city 4 latest
Yesterday
added command to print DragByAngle table of a boat you're looking at (admin only)
Yesterday
merge from boatspawner_nudge_fix
Yesterday
Removed empty RealmedRemove component from hull_square
Yesterday
Possible fix for the nudge fix not working
Yesterday
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
Yesterday
M15 pistol - changed emissive materials to use UV1, optimized emissive texture size, fixed world model AO
Yesterday
better ray batching, as always it's bottlenecked by Verify - added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches
Yesterday
Fix monster mesh rendering issue
Yesterday
Anchor collision primitives setup. Tweaks to volumes.
Yesterday
Modular boat - Fixed gaps in walls, fixed doorway block colliders not matching the art
Yesterday
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently - using batched casts, still a bit slow - substepping drag values between angles for continuous values
Yesterday
Updating medical syringe refresh rig fbx
Yesterday
Disable the large vehicle colliders around BBS netting
Yesterday
Adding viwmodel rig for binocular refresh
Yesterday
merge from naval_update
Yesterday
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Yesterday
S2P on FCs after farm changes
Yesterday
Added a few more chainlink fences around the farm
Yesterday
merge from Project_Hammer
Yesterday
merge from boat_building
Yesterday
Merge from texture_streaming_delay_fix
Yesterday
Scale foliage based on distance density falloff to reduce visible pop in
Yesterday
Compile fixes
Yesterday
Merge from floating_cities
Yesterday
Cleaned up some LODGroups from various floating city bits
Yesterday
Added another NPC to the second farm entrance NPC's now remember if you've paid, persists through server restarts S2P floating city 1+2
2 Days Ago
Merge from parent
2 Days Ago
Run the deep sea terrain config when in island scenes (See DeepSeaEditorScene component)
2 Days Ago
Merge from small_ramp
2 Days Ago
Only allow interaction when looking at the base of the bridge
2 Days Ago
Merge from naval_update
2 Days Ago
Fixes
2 Days Ago
Last island.
2 Days Ago
merge from Halloween_25_Update/PH/storepage